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    Interface IColliderCast

    Abstraction to check for collisions and compute when this object would hit other objects.

    Inherited Members
    IRaycastHelper.DoRaycastInDirection(Vector3, Vector3, Single, IRaycastHit, Int32, QueryTriggerInteraction)
    Namespace: nickmaltbie.OpenKCC.Utils
    Assembly: cs.temp.dll.dll
    Syntax
    public interface IColliderCast : IRaycastHelper

    Methods

    CastSelf(Vector3, Quaternion, Vector3, Single, out IRaycastHit, Int32, QueryTriggerInteraction, Single)

    Cast self in a given direction and get the first object hit.

    Declaration
    bool CastSelf(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out IRaycastHit hit, int layerMask = -1, QueryTriggerInteraction queryTriggerInteraction = null, float skinWidth = 0.01F)
    Parameters
    Type Name Description
    Vector3 position

    Position of the object when it is being raycast.

    Quaternion rotation

    Rotation of the objecting when it is being raycast.

    Vector3 direction

    Direction of the raycast.

    Single distance

    Maximum distance of raycast.

    IRaycastHit hit

    First object hit and related information, will have a distance of Infinity if none is found.

    Int32 layerMask

    Layer mask for checking which objects to collide with.

    QueryTriggerInteraction queryTriggerInteraction

    Configuration for QueryTriggerInteraction when solving for collisions.

    Single skinWidth

    Buffer around player when casting object.

    Returns
    Type Description
    Boolean

    True if an object is hit within distance, false otherwise.

    GetBottom(Vector3, Quaternion)

    Gets the bottom of the bounds of the collider.

    Declaration
    Vector3 GetBottom(Vector3 position, Quaternion rotation)
    Parameters
    Type Name Description
    Vector3 position

    Position of the object when it is being checked.

    Quaternion rotation

    Rotation of the objecting when it is being checked.

    Returns
    Type Description
    Vector3

    Bottom of the bounds of the collider.

    GetHits(Vector3, Quaternion, Vector3, Single, Int32, QueryTriggerInteraction, Single)

    Cast self and get the objects hit that exclude this object.

    Declaration
    IEnumerable<RaycastHit> GetHits(Vector3 position, Quaternion rotation, Vector3 direction, float distance, int layerMask = -1, QueryTriggerInteraction queryTriggerInteraction = null, float skinWidth = 0.01F)
    Parameters
    Type Name Description
    Vector3 position

    Position of the object when it is being raycast.

    Quaternion rotation

    Rotation of the objecting when it is being raycast.

    Vector3 direction

    Direction to cast self collider.

    Single distance

    Distance to cast self collider.

    Int32 layerMask

    Layer mask for checking which objects to collide with.

    QueryTriggerInteraction queryTriggerInteraction

    Configuration for QueryTriggerInteraction when solving for collisions.

    Single skinWidth

    Buffer around player when computing collisions.

    Returns
    Type Description
    IEnumerable<RaycastHit>

    List of objects this hits when it is being raycast

    GetOverlapping(Vector3, Quaternion, Int32, QueryTriggerInteraction, Single)

    Gets the list of objects overlapping with this object.

    Declaration
    IEnumerable<Collider> GetOverlapping(Vector3 position, Quaternion rotation, int layerMask = -1, QueryTriggerInteraction queryTriggerInteraction = null, float skinWidth = 0F)
    Parameters
    Type Name Description
    Vector3 position

    Position of the object when it is being checked.

    Quaternion rotation

    Rotation of the objecting when it is being checked.

    Int32 layerMask

    Layer mask for checking which objects to collide with.

    QueryTriggerInteraction queryTriggerInteraction

    Configuration for QueryTriggerInteraction when solving for collisions.

    Single skinWidth

    Buffer around player when computing overlapping objects.

    Returns
    Type Description
    IEnumerable<Collider>

    The list of overlapping objects with this object.

    PushOutOverlapping(Vector3, Quaternion, Single, Int32, QueryTriggerInteraction, Single)

    Get the vector to push this object out of overlapping objects with a max distance.

    Declaration
    Vector3 PushOutOverlapping(Vector3 position, Quaternion rotation, float maxDistance, int layerMask = -1, QueryTriggerInteraction queryTriggerInteraction = null, float skinWidth = 0F)
    Parameters
    Type Name Description
    Vector3 position

    Position of the object when it is being raycast.

    Quaternion rotation

    Rotation of the objecting when it is being raycast.

    Single maxDistance

    Maximum distance the player can be pushed

    Int32 layerMask

    Layer mask for checking which objects to collide with.

    QueryTriggerInteraction queryTriggerInteraction

    Configuration for QueryTriggerInteraction when solving for collisions.

    Single skinWidth

    Buffer around player when computing overlapping objects.

    Returns
    Type Description
    Vector3

    Direction to push the object, distance player was pushed.

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